Beispiel #1
0
  StateResult ActionWield::doPreBeginWorkNVI(GameState& gameState, Systems::Manager& systems, json& arguments)
  {
    std::string message;
    auto subject = getSubject();
    auto object = getObject();
    auto& components = gameState.components();
    auto& narrator = systems.narrator();

    /// @todo Support wielding in other prehensile limb(s). This will also include
    ///       shifting an already-wielded weapon to another hand.
    m_bodyLocation = { BodyPart::Hand, 0 };
    EntityId currentlyWielded = components.bodyparts[subject].getWieldedEntity(m_bodyLocation);

    std::string bodypartDesc = narrator.getBodypartDescription(subject, m_bodyLocation);

    // If it is us, or it is what is already being wielded, it means to unwield whatever is wielded.
    if ((object == subject) || (object == currentlyWielded) || (object == EntityId::Void))
    {
      std::unique_ptr<Action> unwieldAction(NEW ActionUnwield(subject));
      systems.director().queueEntityAction(subject, std::move(unwieldAction));

      return StateResult::Failure();
    }
    else if (currentlyWielded != EntityId::Void)
    {
      arguments["bodypart"] = bodypartDesc;
      putMsg(narrator.makeTr("YOU_MUST_UNWIELD_FIRST", arguments));
      return StateResult::Failure();
    }

    return StateResult::Success();
  }
Beispiel #2
0
  StateResult ActionPutInto::doPreBeginWorkNVI(GameState& gameState, Systems::Manager& systems, json& arguments)
  {
    std::string message;
    auto subject = getSubject();
    auto object = getObject();
    auto container = getTargetThing();
    auto& narrator = systems.narrator();

    // Verify that the Action has an object.
    if (object == EntityId::Void)
    {
      return StateResult::Failure();
    }

    // Check that the entity and container aren't the same entity.
    if (object == container)
    {
      if (gameState.components().globals.player() == subject)
      {
        message = narrator.makeTr("YOU_TRY_TO_STORE_THE_FOO_INSIDE_ITSELF_HUMOROUS", arguments);
      }
      else
      {
        message = narrator.makeTr("YOU_TRY_TO_STORE_THE_FOO_INSIDE_ITSELF_INVALID", arguments);
        CLOG(WARNING, "Action") << "NPC tried to store a container in itself!?";
      }

      return StateResult::Failure();
    }

    // Check that the container actually IS a container.
    if (COMPONENTS.inventory.valueOrDefault(container).maxSize() == 0)
    {
      printMessageTry(systems, arguments);
      putMsg(narrator.makeTr("THE_TARGET_IS_NOT_A_CONTAINER", arguments));
      return StateResult::Failure();
    }

    // Check that the entity's location isn't already the container.
    if (COMPONENTS.position[object].parent() == container)
    {
      printMessageTry(systems, arguments);
      putMsg(narrator.makeTr("THE_FOO_IS_ALREADY_IN_THE_TARGET", arguments));
      return StateResult::Failure();
    }

    // Check that the container is within reach.
    if (!systems.geometry()->firstCanReachSecond(subject, container))
    {
      printMessageTry(systems, arguments);
      putMsg(narrator.makeTr("THE_TARGET_IS_OUT_OF_REACH", arguments));
      return StateResult::Failure();
    }

    return StateResult::Success();
  }
Beispiel #3
0
  StateResult ActionWield::doFinishWorkNVI(GameState& gameState, Systems::Manager& systems, json& arguments)
  {
    auto subject = getSubject();
    auto object = getObject();
    auto& components = gameState.components();
    auto& narrator = systems.narrator();

    std::string bodypart_desc = narrator.getBodypartDescription(subject, m_bodyLocation);

    COMPONENTS.bodyparts[subject].wieldEntity(object, m_bodyLocation);
    arguments["your_bodypart"] = narrator.getPossessiveString(subject, bodypart_desc);
    putMsg(narrator.makeTr("YOU_ARE_NOW_WIELDING_THE_FOO", arguments));

    return StateResult::Success();
  }